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-rw-r--r--res/text.v.glsl43
1 files changed, 24 insertions, 19 deletions
diff --git a/res/text.v.glsl b/res/text.v.glsl
index 66bfad0c..276b1dc3 100644
--- a/res/text.v.glsl
+++ b/res/text.v.glsl
@@ -1,46 +1,51 @@
#version 330 core
layout (location = 0) in vec2 position;
+// Cell properties
+layout (location = 1) in vec2 gridCoords;
+
+// glyph properties
+layout (location = 2) in vec4 glyph;
+
+// uv mapping
+layout (location = 3) in vec4 uv;
+
+// text fg color
+layout (location = 4) in vec3 textColor;
+
out vec2 TexCoords;
-flat out int InstanceId;
+out vec3 fg;
// Terminal properties
uniform vec2 termDim;
uniform vec2 cellDim;
uniform vec2 cellSep;
-// Cell properties
-uniform vec2 gridCoords[32];
-
-// glyph properties
-uniform vec2 glyphScale[32];
-uniform vec2 glyphOffset[32];
-
-// uv mapping
-uniform vec2 uvScale[32];
-uniform vec2 uvOffset[32];
-
// Orthographic projection
uniform mat4 projection;
void main()
{
- int i = gl_InstanceID;
+ vec2 glyphOffset = glyph.xy;
+ vec2 glyphSize = glyph.zw;
+
+ vec2 uvOffset = uv.xy;
+ vec2 uvSize = uv.zw;
// Position of cell from top-left
- vec2 cellPosition = (cellDim + cellSep) * gridCoords[i];
+ vec2 cellPosition = (cellDim + cellSep) * gridCoords;
// Invert Y since framebuffer origin is bottom-left
cellPosition.y = termDim.y - cellPosition.y - cellDim.y;
// Glyphs are offset within their cell; account for y-flip
- vec2 cellOffset = vec2(glyphOffset[i].x,
- glyphOffset[i].y - glyphScale[i].y);
+ vec2 cellOffset = vec2(glyphOffset.x,
+ glyphOffset.y - glyphSize.y);
// position coordinates are normalized on [0, 1]
- vec2 finalPosition = glyphScale[i] * position + cellPosition + cellOffset;
+ vec2 finalPosition = glyphSize * position + cellPosition + cellOffset;
gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
- TexCoords = vec2(position.x, 1 - position.y) * uvScale[i] + uvOffset[i];
- InstanceId = i;
+ TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize;
+ fg = textColor / vec3(255.0, 255.0, 255.0);
}